Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood.

Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood.
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童年、青春期和成年初期的视频游戏趋势。

DOI:
10.1155/2013/301460
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发表时间:
2013
期刊:
影响因子:
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通讯作者:
Dunlap,Eloise
Dunlap,Eloise
中科院分区:
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文献类型:
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作者:
Ream,GeoffreyL;Elliott,LutherC;Dunlap,Eloise

文献摘要

相似文献

这项研究探讨了电子游戏与童年、青春期和成年初期年龄之间的关系。它还研究了“角色不兼容”这一理论,即随着新获得的成人角色产生竞争性需求,物质使用的规范水平在成年早期会下降,是否可以推广到视频游戏。从纽约市的视频游戏环境中招募的新兴成人视频游戏玩家(n = 702)完成了计算机辅助的个人访谈和生活史日历。所有四个视频游戏指标(玩天数/周、学校/工作日玩游戏、非学校/工作日玩游戏和问题游戏)与年龄都存在显着的曲线关系。因此,电子游戏与年龄关系的“形状”与物质使用的关系类似,但电子游戏似乎比物质使用在生命中更早达到顶峰,即在青春期晚期而不是成年初期。在四个视频游戏指标中,角色不兼容仅显着影响学校/工作日的游戏,这是最有可能干扰生活义务的维度。
This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n= 702) recruited from video gaming contexts in New York City completed a computer‐assisted personal interview and life‐history calendar. All four video gaming indicators—days/week played, school/work day play, nonschool/work day play, and problem play—had significant curvilinear relationships with age. The “shape” of video gaming’s relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations.